@LetoII.3782 said:
Nuuu
Anet responses are too rare and precious to let slip into the void

Yeah, unfortunately... It seemed like they were going to start communicating more with the community but alas...

Might have more to do with the community and less to do with the developers. Just a thought.

That may be true but they are the ones responsible for generating this community. There are scores of games that have a healthy stream of communication with their players so it's doable. As communities go this is a pretty decent one. People just really like the game so they have strong feelings about it.

If people want to duel, they dismount and duel. If they would rather get into bigger fights they ignore you (unless you have "sic em").
win win win imho, I've always viewed the permastealth, clone fest, one-shot people as a problem.
I have been on servers in the past where seperation from a group on most builds meant sitting in camp and waiting for 4 or 5 to travel with because of the number of gankers haunting the spawns. I personally find the current setup much more enjoyable than _surprise- burst burst burst- oh chit he's alive- stealth run run evade evade evade stealth hide in camp-

That's apart of open world pvp.
There should be dangers like that. There should be incentive to pvp above all else.

I love Battlefield for the same reasons, at any moment I can die.

Just to be clear, I'm not saying anyone's opinion is better, I definitely see your point, but, stand by my own as well. Perhaps the "dismount trap" will be a happy middle ground making the "gank" cost something more than time.
The added load to supplies may be interesting too as it will make the gankers need supply for their traps, which will add a whole new element to them of having to take the occasional camp for resuppy or risk generating salt by leeching off the garri.

What does ganking have to do with dismounting?
Dismount mechanics would heavily favor zergers than anything.. then small man roaming teams.. Gankers would be at the bottom of the food chain.

The main reason we need dismounting abilities is simply due to balance.

Balance between what?

Take Celestial gear as an example, extremely time gated to make, has no real use for PvE which means the gear is probably best suited for WvW and yet due to the CC immunity, 3 dodges and extra movement available its literally impossible for a person in Celestial gear to dismount someone.
Now what if that person had 30 odd characters and several sets of Celestial gear dedicated to WvW AND missed out on the gear reset due to celestial being a core stat?
Theres not even a chance to adapt.
Its like 6 years worth of building up characters was just rendered moot and a huuuuuuuuuuuuuge waste of time.

I understand we can both like different things too.

Wut? Because you specced for celestial (and yes, I hate timegates) you are then entitled to dismount people because you can't do enough damage to the mount? Or did I read this wrong? Also there are more avenues to get celestial through stat selection ascended gear in WvW. While it doesn't abolish all of the timegates it still greatly increased the pace to which you can gain them. And there is a chance to adapt: run something more burst heavy (condi or power) than the celestial stat. It's not like the mount can cleanse condis...

Or is that not balanced?

My full zerker berserker can't dismount either, how much more damage do i need? The thing is bloated and uncatchable if you aren't a ranger.

Hey folks. 1 quick update here. The thing we're furthest along with is the new skill. Outside of a bit more testing, we're in line for some art requests.

Current design is that the 4 skill will require unlocking a new mount mastery. After that, it's a just a missile attack that if hits, dismounts your target and yourself. I can't give you a time frame yet, unfortunately.

@Ben Phongluangtham.1065 said:
Hey folks. 1 quick update here. The thing we're furthest along with is the new skill. Outside of a bit more testing, we're in line for some art requests.

Current design is that the 4 skill will require unlocking a new mount mastery. After that, it's a just a missile attack that if hits, dismounts your target and yourself. I can't give you a time frame yet, unfortunately.

And like a heat seeking middle it hits the shiny skinned mounts with more accuracy right?? Right????

@Ben Phongluangtham.1065 said:
Hey folks. 1 quick update here. The thing we're furthest along with is the new skill. Outside of a bit more testing, we're in line for some art requests.

Current design is that the 4 skill will require unlocking a new mount mastery. After that, it's a just a missile attack that if hits, dismounts your target and yourself. I can't give you a time frame yet, unfortunately.

If we're soliciting feedback what I'd really like is for the skill to result in the two players being joined by a chain and the dismounter swinging dramatically Wile E. Coyote style through a hundred and eighty degree arc as the dismount animation. If a vertical impediment prevents the full arc from completing the two players should both wind around it until they are face to face and be forced to duel at melee to the death, after which the survivor would be forced to wp to extricate themselves . . .

@Ben Phongluangtham.1065 said:
Hey folks. 1 quick update here. The thing we're furthest along with is the new skill. Outside of a bit more testing, we're in line for some art requests.

Current design is that the 4 skill will require unlocking a new mount mastery. After that, it's a just a missile attack that if hits, dismounts your target and yourself. I can't give you a time frame yet, unfortunately.

@Ben Phongluangtham.1065 said:
Hey folks. 1 quick update here. The thing we're furthest along with is the new skill. Outside of a bit more testing, we're in line for some art requests.

Current design is that the 4 skill will require unlocking a new mount mastery. After that, it's a just a missile attack that if hits, dismounts your target and yourself. I can't give you a time frame yet, unfortunately.

Id like to know more, like range, missile speed, cooldown, number of targets.

@Ben Phongluangtham.1065 said:
Hey folks. 1 quick update here. The thing we're furthest along with is the new skill. Outside of a bit more testing, we're in line for some art requests.

Current design is that the 4 skill will require unlocking a new mount mastery. After that, it's a just a missile attack that if hits, dismounts your target and yourself. I can't give you a time frame yet, unfortunately.

Any additional details, such as the range on this attack, or if the attack causes knockdown like when you "kill" someone's mount?

@Alukah.2063 said:
You should make dismount cost 1 supply or something, so it gives people 10-15 charges before they have to capture or visit a camp to recharge.

That makes absolutely no sense. Since the dismount is for your target and you, you will always be put in combat. Thats the "recharge". Its not like you will be able to go around on your mount going "you get a dismount!" every second while riding away laughing. There no need for any restriction.

As another said, I am more interested in projectile speed, animation, cooldown etc because this is critical to whether its even usable. A dismount with 30s cd and the behavior of engie pistol 5 for example wouldnt dismount anyone. Not even what I presume would be the archetype for a "netshot" (ballista, engie rifle or harpoon shots) would be anywhere near good enough vs the dodges of the mount. It would have to have like... 3s cd or something so you get tons of tries. Especially if it has a blatantly obvious projectile.

@Ben Phongluangtham.1065 said:
Hey folks. 1 quick update here. The thing we're furthest along with is the new skill. Outside of a bit more testing, we're in line for some art requests.

Current design is that the 4 skill will require unlocking a new mount mastery. After that, it's a just a missile attack that if hits, dismounts your target and yourself. I can't give you a time frame yet, unfortunately.

Looking forward to it. Personally I still want it's HP pool halved and less evade frames while dodging, in addition.

@Ben Phongluangtham.1065 said:
Hey folks. 1 quick update here. The thing we're furthest along with is the new skill. Outside of a bit more testing, we're in line for some art requests.

Current design is that the 4 skill will require unlocking a new mount mastery. After that, it's a just a missile attack that if hits, dismounts your target and yourself. I can't give you a time frame yet, unfortunately.

Wait, was this previously mentioned or first confirmation of more warclaw content? And by mastery you mean the WvW points right, not in the mastery system?

No need for a breakbar, simply reduce the amount of dodges, and make the dodges visible to the enemy. I see cat mounts skyrocketing more often than my blood pressure when there are more than 5 people on he map.

Can it be blocked by aegis (guardian while mounted) & will it put them into combat so that they can't remount.

@Lishtenbird.2814 said:
WvW with Warclaw was fun for new players for a nanosecond before everything was nerfed back to how the Only True Gamemode Veterans vocally want it to stay (and die) as.

Was fun for a nano second while it damaged WvW permanently. Hardly any que ever since, if there's any.

Not looking forward to this addition tbh. It still require players to own the mount, unable to use the skill while contesting (can't be mounted) and the need to chase up to opponents mount (faster in their own territory).

@Eramonster.2718 said:
Was fun for a nano second while it damaged WvW permanently. Hardly any que ever since, if there's any.

When it came out, we had queues on all borders around 50 for 2 weeks. Now it's back to be normal, except all the PvX-players doing scyscale, PvE-Raid-ring and vision collections. We also suffer from an absence of publics at the moment (1-3 guild raids on each border on prime time).
At least for the Abanur-server the effect is not that negative. Personally, I find it rather positive, since movement is faster, lootbags are also returning faster and you can defend a tower even if 20 enemies cam the exit.

@Gop.8713 said:
If we're soliciting feedback what I'd really like is for the skill to result in the two players being joined by a chain and the dismounter swinging dramatically Wile E. Coyote style through a hundred and eighty degree arc as the dismount animation. If a vertical impediment prevents the full arc from completing the two players should both wind around it until they are face to face and be forced to duel at melee to the death, after which the survivor would be forced to wp to extricate themselves . . .

@Ben Phongluangtham.1065 said:
Hey folks. 1 quick update here. The thing we're furthest along with is the new skill. Outside of a bit more testing, we're in line for some art requests.

Current design is that the 4 skill will require unlocking a new mount mastery. After that, it's a just a missile attack that if hits, dismounts your target and yourself. I can't give you a time frame yet, unfortunately.

Let the character throw a Spear (like the Dragonsblood Spear). Animations should be there. (And we get more spear action!)

@Ben Phongluangtham.1065 said:
Hey folks. 1 quick update here. The thing we're furthest along with is the new skill. Outside of a bit more testing, we're in line for some art requests.

Current design is that the 4 skill will require unlocking a new mount mastery. After that, it's a just a missile attack that if hits, dismounts your target and yourself. I can't give you a time frame yet, unfortunately.

I presume the dismount for both parties will be the same as a manual dismount, and not the knockdown effect you get when the mount dies for the target?

EDIT: also assuming the mutual dismount puts both parties into combat?

@Ben Phongluangtham.1065 said:
Hey folks. 1 quick update here. The thing we're furthest along with is the new skill. Outside of a bit more testing, we're in line for some art requests.

Current design is that the 4 skill will require unlocking a new mount mastery. After that, it's a just a missile attack that if hits, dismounts your target and yourself. I can't give you a time frame yet, unfortunately.

Thanks for the update!

Envy the Madman his musing when Death comes to make fools of us all.
De Mortuis Nil Nisi Bonum.
TheGrimm PoTBS/GW1/WAR/Rift/GW2/MWO/ESO/WoT/WoW/D2/HoTS/Civ6/CU/AoC

@Ben Phongluangtham.1065 said:
Hey folks. 1 quick update here. The thing we're furthest along with is the new skill. Outside of a bit more testing, we're in line for some art requests.

Current design is that the 4 skill will require unlocking a new mount mastery. After that, it's a just a missile attack that if hits, dismounts your target and yourself. I can't give you a time frame yet, unfortunately.

Sounds good, but it will just be dodged if you have no way to bait any dodges so it should be unnavoidable, also, it won't solve the problem of not being able to catch up to poeple to use it in the first place.

Edit
After reading through some of the comments I'd also like to add a few things. A dismount skill, regardless of whether it dismounts both players, still heavily favors those with greater numbers. Although Mounts have 3 dodges and move fairly quickly, I think the skill should have enough visibility to be avoidable and potentially with a cost other than a cooldown. If the cooldown is low enough, I believe it should cost supply both to promote players to carry it and to prevent a spam of attempts at dismounting someone in the event there are multiple players chasing a single player.

WvW isn't meant for 1v1's so you should expect to be outnumbered. However, with Mounts now a thing, I think we should consider how they benefit solo players and how to maintain those benefits without giving them free reign like they currently have. Many things cannot dismount a player if they don't want to be unless it's an entire zerg chasing them. While it's good that Mounts allow solo players to travel with less fear for being "ganked" as they can better choose what fights to engage in, it also promotes combat avoidance because players know how difficult it is to be dismounted.

That's why I believe this new dismount skill should be realistically avoidable, but also reliable enough to hit people with. Something that cannot be dodged or something that's so fast it's nearly instant would just make playing solo/small scale even worse than it already is. Even if it has a moderate cooldown, I still believe making it cost supply would be best.

@Ben Phongluangtham.1065 said:
Hey folks. 1 quick update here. The thing we're furthest along with is the new skill. Outside of a bit more testing, we're in line for some art requests.

Current design is that the 4 skill will require unlocking a new mount mastery. After that, it's a just a missile attack that if hits, dismounts your target and yourself. I can't give you a time frame yet, unfortunately.

Cool, I appreciate that.
Could you also fix Weaver mount bug please? Its really annoying and often confuses lots of eles. Thank you in advance

@Ben Phongluangtham.1065 said:
Hey folks. 1 quick update here. The thing we're furthest along with is the new skill. Outside of a bit more testing, we're in line for some art requests.

Current design is that the 4 skill will require unlocking a new mount mastery. After that, it's a just a missile attack that if hits, dismounts your target and yourself. I can't give you a time frame yet, unfortunately.

Please don't do this. The hole dug on this feature is already deep enough. Rollback mounts entirely to just only speed adjustments. Take away the mount HP and make them dismount on a connected CC.

@Ben Phongluangtham.1065 said:
Hey folks. 1 quick update here. The thing we're furthest along with is the new skill. Outside of a bit more testing, we're in line for some art requests.

Current design is that the 4 skill will require unlocking a new mount mastery. After that, it's a just a missile attack that if hits, dismounts your target and yourself. I can't give you a time frame yet, unfortunately.

Sounds good, but it will just be dodged if you have no way to bait any dodges so it should be unnavoidable, also, it won't solve the problem of not being able to catch up to poeple to use it in the first place.

If you're being attacked by multiple mounted gankers, you can only dodge so many missiles, unless they're all dumb enough to fire at you at the same time.

If people want to duel, they dismount and duel. If they would rather get into bigger fights they ignore you (unless you have "sic em").
win win win imho, I've always viewed the permastealth, clone fest, one-shot people as a problem.
I have been on servers in the past where seperation from a group on most builds meant sitting in camp and waiting for 4 or 5 to travel with because of the number of gankers haunting the spawns. I personally find the current setup much more enjoyable than _surprise- burst burst burst- oh chit he's alive- stealth run run evade evade evade stealth hide in camp-

That's apart of open world pvp.
There should be dangers like that. There should be incentive to pvp above all else.

I love Battlefield for the same reasons, at any moment I can die.

Just to be clear, I'm not saying anyone's opinion is better, I definitely see your point, but, stand by my own as well. Perhaps the "dismount trap" will be a happy middle ground making the "gank" cost something more than time.
The added load to supplies may be interesting too as it will make the gankers need supply for their traps, which will add a whole new element to them of having to take the occasional camp for resuppy or risk generating salt by leeching off the garri.

What does ganking have to do with dismounting?
Dismount mechanics would heavily favor zergers than anything.. then small man roaming teams.. Gankers would be at the bottom of the food chain.

The main reason we need dismounting abilities is simply due to balance.

Balance between what?

Take Celestial gear as an example, extremely time gated to make, has no real use for PvE which means the gear is probably best suited for WvW and yet due to the CC immunity, 3 dodges and extra movement available its literally impossible for a person in Celestial gear to dismount someone.
Now what if that person had 30 odd characters and several sets of Celestial gear dedicated to WvW AND missed out on the gear reset due to celestial being a core stat?
Theres not even a chance to adapt.
Its like 6 years worth of building up characters was just rendered moot and a huuuuuuuuuuuuuge waste of time.

I understand we can both like different things too.

Wut? Because you specced for celestial (and yes, I hate timegates) you are then entitled to dismount people because you can't do enough damage to the mount? Or did I read this wrong? Also there are more avenues to get celestial through stat selection ascended gear in WvW. While it doesn't abolish all of the timegates it still greatly increased the pace to which you can gain them. And there is a chance to adapt: run something more burst heavy (condi or power) than the celestial stat. It's not like the mount can cleanse condis...

Or is that not balanced?

Yes, you read this wrong. Way off in fact.

Running full berserker only on an 11k hp elementalist isnt a logical response either.

@Ben Phongluangtham.1065 said:
Hey folks. 1 quick update here. The thing we're furthest along with is the new skill. Outside of a bit more testing, we're in line for some art requests.

Current design is that the 4 skill will require unlocking a new mount mastery. After that, it's a just a missile attack that if hits, dismounts your target and yourself. I can't give you a time frame yet, unfortunately.

it will just be dodged if you have no way to bait any dodges so it should be unnavoidable, also, it won't solve the problem of not being able to catch up to poeple to use it in the first place.

What are all these people talking about that want to nerf Warclaw? If anything, I think it should be buffed. 20% more hp, 50% stronger engage with bleed, and like 15% faster. This new change, frankly, will probably drive me back away from WvW. Which is a pity because it became fun again with the Warclaw negating all the stupid ganking going on.

@ponYthink.9872 said:
What are all these people talking about that want to nerf Warclaw? If anything, I think it should be buffed. 20% more hp, 50% stronger engage with bleed, and like 15% faster. This new change, frankly, will probably drive me back away from WvW. Which is a pity because it became fun again with the Warclaw negating all the stupid ganking going on.

@ponYthink.9872 said:
What are all these people talking about that want to nerf Warclaw? If anything, I think it should be buffed. 20% more hp, 50% stronger engage with bleed, and like 15% faster. This new change, frankly, will probably drive me back away from WvW. Which is a pity because it became fun again with the Warclaw negating all the stupid ganking going on.

Ganking is only worse since Warclaw came
You didint notice cuz you were too busy chasing towers.

@ponYthink.9872 said:
What are all these people talking about that want to nerf Warclaw? If anything, I think it should be buffed. 20% more hp, 50% stronger engage with bleed, and like 15% faster. This new change, frankly, will probably drive me back away from WvW. Which is a pity because it became fun again with the Warclaw negating all the stupid ganking going on.

Why buff warclaw? If things continue the way they are your going to be ganked even more. 1 player dismounts you, the others leap ontop of you already doing up to 5k per leap. Youl have to blow your dodges on evading the leaps, your completely open and defenseless to what comes after.

@Ben Phongluangtham.1065 said:
Hey folks. 1 quick update here. The thing we're furthest along with is the new skill. Outside of a bit more testing, we're in line for some art requests.

Current design is that the 4 skill will require unlocking a new mount mastery. After that, it's a just a missile attack that if hits, dismounts your target and yourself. I can't give you a time frame yet, unfortunately.

it will just be dodged if you have no way to bait any dodges so it should be unnavoidable, also, it won't solve the problem of not being able to catch up to poeple to use it in the first place.

I agree but cringe at the idea of undodgable attacks

That's why i said basically hitscan, doesn't need to be undodgable if it takes 0.2s to get to the enemy from any range lol, like many pistols/revolvers in FPS. Or just make it undodgable, or just remove dodges from the thing.

@ponYthink.9872 said:
What are all these people talking about that want to nerf Warclaw? If anything, I think it should be buffed. 20% more hp, 50% stronger engage with bleed, and like 15% faster. This new change, frankly, will probably drive me back away from WvW. Which is a pity because it became fun again with the Warclaw negating all the stupid ganking going on.

If you need buffs to Warclaw, there may be other problems on your end that need to be addressed.

Maybe it's just better to remove Warclaw at this stage and implement "tp to Commander" which will tp player randomly within 15-20k radius of comm. This will eradicate encounters and swiftness can maintain importance in builds.

If people want to duel, they dismount and duel. If they would rather get into bigger fights they ignore you (unless you have "sic em").
win win win imho, I've always viewed the permastealth, clone fest, one-shot people as a problem.
I have been on servers in the past where seperation from a group on most builds meant sitting in camp and waiting for 4 or 5 to travel with because of the number of gankers haunting the spawns. I personally find the current setup much more enjoyable than _surprise- burst burst burst- oh chit he's alive- stealth run run evade evade evade stealth hide in camp-

That's apart of open world pvp.
There should be dangers like that. There should be incentive to pvp above all else.

I love Battlefield for the same reasons, at any moment I can die.

Just to be clear, I'm not saying anyone's opinion is better, I definitely see your point, but, stand by my own as well. Perhaps the "dismount trap" will be a happy middle ground making the "gank" cost something more than time.
The added load to supplies may be interesting too as it will make the gankers need supply for their traps, which will add a whole new element to them of having to take the occasional camp for resuppy or risk generating salt by leeching off the garri.

What does ganking have to do with dismounting?
Dismount mechanics would heavily favor zergers than anything.. then small man roaming teams.. Gankers would be at the bottom of the food chain.

The main reason we need dismounting abilities is simply due to balance.

Balance between what?

Take Celestial gear as an example, extremely time gated to make, has no real use for PvE which means the gear is probably best suited for WvW and yet due to the CC immunity, 3 dodges and extra movement available its literally impossible for a person in Celestial gear to dismount someone.
Now what if that person had 30 odd characters and several sets of Celestial gear dedicated to WvW AND missed out on the gear reset due to celestial being a core stat?
Theres not even a chance to adapt.
Its like 6 years worth of building up characters was just rendered moot and a huuuuuuuuuuuuuge waste of time.

I understand we can both like different things too.

Wut? Because you specced for celestial (and yes, I hate timegates) you are then entitled to dismount people because you can't do enough damage to the mount? Or did I read this wrong? Also there are more avenues to get celestial through stat selection ascended gear in WvW. While it doesn't abolish all of the timegates it still greatly increased the pace to which you can gain them. And there is a chance to adapt: run something more burst heavy (condi or power) than the celestial stat. It's not like the mount can cleanse condis...

Or is that not balanced?

Yes, you read this wrong. Way off in fact.

Running full berserker only on an 11k hp elementalist isnt a logical response either.

Celestial is an example, crusader would be another good one.

Wut? Celestial is a bad example, since it is literally trying to be a middle ground with a splatter of stats. Why would it be recommended for bursting down a mount? Full crusader is a good example for...? Zerker elementalist? I never even responded with that, so why bring it up? Maybe if you did a swift air scepter ele and got in range, but I'm not even making that point. In my experience mesmer and ranger have the range plus burst to accomplish dismounting, alongside some niche condi builds (since the mount can't cleanse).

Look. ANET is throwing everyone a bone for dismounting making this entire string moot. Now you can use minstrel and dismount people! Cheers for build diversity? Someone using celestial can do it too if this change makes it through, so this must be proof ANET listens amiright?

Holy Warriors of [Kazo] following Kazo doctrine guided by, Our Lord and Commander, Zudo in the holy Trinity of Him and his two firm glutes.

There still needs to be ways for non-poffers to dismount which is why removing or sharing hp with char/allowing cc/removing dodges is better imo. It just needs perma swiftness speed that a player can achieve. Do not touch sniff at all, this is a great and balanced utility.